Architect Archive

Thread: Profit off of Harvesters

LokSG
Tue Sep 16, 2003 12:34 am
#1

I found this thread really useful for some hard harvester numbers,


http://forums.station.sony.com/swg/board/message?board.id=architect&message.id=21827


I made up a spreadsheet that takes those rates and with a power/resource concentration setting can predict the costs per day etc. The board will not let me post it here so ill sumarize


1. Since energy is such a small portion of your total maintenance cost, going up from wind to solar to fusion is not that important from a pure profit per credit expended standpoint.


2. Going up from personal harvesters to heavy harvesters ups your daily profit by around 4x, mainly due to the fact that the heavies simply yield MORE per day of the units


3. The main reason to go up in the energy production is to support the most number of heavies...say 1 wind generator on a 50% site is enough to support 6 personal harvesters, but it will only work for 2 heavy harvesters. This means that more of your lots are tied up in energy production rather than mining. Looks like 1 wind is enough for 6 personals, 1 solar is enough for 5 mediums, and 1 fusion is enough for 5 heavies...


4. At the 2 cred per unit sale price of a resource, if you sell ALL of your proceeds you can generate between 2 and 9k credits profitper harvester (2 for personals, 9 for heavies) assuming 50% power and 55% resource. Upping the power concentration to 100% only ups your profit by a few hundred credits per harvester. Going towards mining 90% concentrations of the resource will generate between 4 and 16k per harvester profit ( personal/wind is 4, heavy/fusion is 16k). Figure some guy has maybe 2 lots for a house, 1 for power, and 5 for harvesters, that means that you will likely net more money by running kill missions unless you are mining with the big boys the high end stuff (this is the most optimisitic rate too, since I left out things like vendor costs, and the fact that not all you bring up can be sold, and things like resource shifts put a monkey wrench in the works). So life is pretty rough at 2 per credit.

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